From: neilmcarr@aol.com (NeilMCarr) Subject: Shogun/Samurai Sword Variant Rules Shogun Variants: I was wondering if anyone has considered adding certain variant elements to Shogun/Samurai Swords. My gaming group over the years have experimented with a number of variants to a degree of success. I was wondering if people would look at what we have tried out and give any thoughts on the mertis of these variant rules. If you try them out let me know how the game went.... 1. Mounted Units: This is one element that many players I know wish were included in the game. Assuming that you can get the right minis for the game, or just put up with counters, how would people simulate them in the game? Here were some of the things that we have tried: A. A hand to hand Samurai unit that attacks at 6 and costs 1 koku per unit. They get to move 2 spaces per turn when acting as provincial forces. B. A Samurai unit that attacks at 5 in both the missile and melee phases of combat, cost is 1 per unit. 2. Additional Fortification level: Add on an additional level of fortification, a kind of Super Fortress. The Super Fortress gives the defending player 8 Ronin. 3. Roads: Along the lines of Conquest of the Empire, players can spend 2 koku and create 2 road links between three provinces. Any linked roads allow for fluid movement to occur between any of the linked provinces, that is, it only costs 1 movement point to move between any linked spaces. You cannot attack a province via road movement, thus all provincial units attacking another province must have previously occupied the adjacent province for a turn. Roads cannot be destroyed. 4. Ships and Ports: This rule would supplement or replace the abstract way in which naval elements are played out in the game. Here are a couple of ways that we have tried it: A. Ports: In build phase, players may purchase ports and place them down in a province that borders on the sea. The port allows for another sea passage link to be created with an province that already has a sea passage link. B. Get rid of the sea passages and divide the sea area into sections. Provinces bordering on a particular sea area can create fleets. A fleet may move 2 sea spaces and may carry 1 Army and 1 provincial force worth of units. Land Units cannot stay on a fleet at the end of a turn, but must be placed in a province before the end of the turn. Cost 2 and is a part of the build phase. Fleets can attack each other at strength 4 missile. Any units aboard a fleet that is hit are destroyed. Land units cannot attack in sea battles. 5. Cannon Units: Attack Missile strength 5. Non-Samurai unit. Cost 1 unit per koku. Special siege rules: When attacking a Castle/Fortress before combat all cannons may fire 1 round of combat against the defender. Neil Carr neilmcarr@aol.com Check out my PBEM pages! http://members.aol.com/neilmcarr/pbem/pbem.htm http://members.aol.com/cheekylads/pbem/1984.htm